Difference between revisions of "Spirit Skill Tree"

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=Overview=
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==Overview==
 
There are very few purely offensive skills here, several skills in this tree focus on enabling mana-regeneration abilities  for the [[Witch Doctor]]. Also, unique for this tree, is that there are two skills in the final Tier (Tier VI).
 
There are very few purely offensive skills here, several skills in this tree focus on enabling mana-regeneration abilities  for the [[Witch Doctor]]. Also, unique for this tree, is that there are two skills in the final Tier (Tier VI).
  

Revision as of 07:47, 29 August 2009

Template:Class navbox The Witch Doctor has three skill trees, with a variety of active and passive skills in each.

The Witch Doctor's tree skill trees are:


Overview

There are very few purely offensive skills here, several skills in this tree focus on enabling mana-regeneration abilities for the Witch Doctor. Also, unique for this tree, is that there are two skills in the final Tier (Tier VI).

Tier I

Haunt

  • Launch a Spirit to invade the bodies of your enemies, causing sustained damage over time; the spirit lasts longer when inhabitatng a host than when roaming looking for one.

Spirit Vessel

  • Replenishes your mana when consuming a health globe.


Tier II

Soul Harvest

  • Draw out the life of enemies to replenish your mana.

Rituals

  • Increase your spell power by a percentage (%) of your vitality.


Tier III

Spirit Sense

  • Increase damage against targets with low-health by a percentage (%).

Horrify

  • Don a spectral mask that horrifies enemies, causing them to run away from you.


Tier IV

Spirit Barrage

  • A multitude of spirit bolts bombard enemies in targeted areas.

Ritual of Blood

  • Whilst active, a percentage (%) of all mana costs are paid for with health.


Tier V

Spirit Walk

  • Traverse your physical body into the spirit realm, allowing unhindered movement for a time.

Meditation

  • Your spirit spells return a percentage (%) of their mana cost over 10 seconds.


Tier VI

Death Pact

  • Induce momentary invulnerability whenever you are reduced to 10% of your maximum health. This effect cannot occur more than once every 60 seconds.

Mass Confusion

  • Induce paranoia in enemies, causing some to fight for the Witch Doctor for a period of time.